Render: new material preview

* EEVEE support through irradiance volume and light probe.
* New shader ball shape (designed by Robin Marin).
* New cloth and liquid shapes, removed monkey.
* Replace world sphere by toggle to use world for any shape.
* Slight bevel on cube.
* More subdivision for displacement preview.
* Fixed and improved UV mapping for all shapes.
* Material icon / asset preview now uses specified shape instead of always
  a sphere. So for example hair material can be displayed as hair.

Ref T57683
This commit is contained in:
William Reynish 2019-04-14 18:41:10 +02:00 committed by Brecht Van Lommel
parent 8b0102b443
commit f5ea1fc4fb
Notes: blender-bot 2023-02-14 06:57:56 +01:00
Referenced by issue #57683, New Material Preview
10 changed files with 67 additions and 54 deletions

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@ -767,7 +767,7 @@ if(WITH_BLENDER)
# blender UI only
# blends
data_to_c_simple(../../../../release/datafiles/preview_cycles.blend SRC)
data_to_c_simple(../../../../release/datafiles/preview.blend SRC)
data_to_c_simple(../../../../release/datafiles/preview_grease_pencil.blend SRC)
# images

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@ -29,8 +29,8 @@
extern int datatoc_startup_blend_size;
extern char datatoc_startup_blend[];
extern int datatoc_preview_cycles_blend_size;
extern char datatoc_preview_cycles_blend[];
extern int datatoc_preview_blend_size;
extern char datatoc_preview_blend[];
extern int datatoc_preview_grease_pencil_blend_size;
extern char datatoc_preview_grease_pencil_blend[];

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@ -2215,7 +2215,7 @@ void uiTemplatePreview(
if (!ui_preview) {
ui_preview = MEM_callocN(sizeof(uiPreview), "uiPreview");
BLI_strncpy(ui_preview->preview_id, preview_id, sizeof(ui_preview->preview_id));
ui_preview->height = (short)(UI_UNIT_Y * 5.6f);
ui_preview->height = (short)(UI_UNIT_Y * 7.6f);
BLI_addtail(&ar->ui_previews, ui_preview);
}
@ -2257,6 +2257,8 @@ void uiTemplatePreview(
col = uiLayoutColumn(row, true);
uiLayoutSetScaleX(col, 1.5);
uiItemR(col, &material_ptr, "preview_render_type", UI_ITEM_R_EXPAND, "", ICON_NONE);
uiItemS(col);
uiItemR(col, &material_ptr, "use_preview_world", 0, "", ICON_WORLD);
}
if (pr_texture) {

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@ -189,7 +189,7 @@ typedef struct IconPreview {
/* *************************** Preview for buttons *********************** */
static Main *G_pr_main_cycles = NULL;
static Main *G_pr_main = NULL;
static Main *G_pr_main_grease_pencil = NULL;
#ifndef WITH_HEADLESS
@ -218,19 +218,13 @@ void ED_preview_ensure_dbase(void)
static bool base_initialized = false;
BLI_assert(BLI_thread_is_main());
if (!base_initialized) {
G_pr_main_cycles = load_main_from_memory(datatoc_preview_cycles_blend, datatoc_preview_cycles_blend_size);
G_pr_main = load_main_from_memory(datatoc_preview_blend, datatoc_preview_blend_size);
G_pr_main_grease_pencil = load_main_from_memory(datatoc_preview_grease_pencil_blend, datatoc_preview_grease_pencil_blend_size);
base_initialized = true;
}
#endif
}
static bool check_engine_supports_textures(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type->flag & RE_USE_TEXTURE_PREVIEW) != 0;
}
static bool check_engine_supports_preview(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
@ -239,8 +233,8 @@ static bool check_engine_supports_preview(Scene *scene)
void ED_preview_free_dbase(void)
{
if (G_pr_main_cycles)
BKE_main_free(G_pr_main_cycles);
if (G_pr_main)
BKE_main_free(G_pr_main);
if (G_pr_main_grease_pencil)
BKE_main_free(G_pr_main_grease_pencil);
@ -262,14 +256,16 @@ static const char *preview_collection_name(const char pr_type)
return "Sphere";
case MA_CUBE:
return "Cube";
case MA_MONKEY:
return "Monkey";
case MA_SHADERBALL:
return "Shader Ball";
case MA_CLOTH:
return "Cloth";
case MA_FLUID:
return "Fluid";
case MA_SPHERE_A:
return "World Sphere";
case MA_TEXTURE:
return "Texture";
return "World Shader Ball";
case MA_LAMP:
return "Light";
return "Lamp";
case MA_SKY:
return "Sky";
case MA_HAIR:
@ -282,8 +278,9 @@ static const char *preview_collection_name(const char pr_type)
}
}
static void set_preview_collection(Scene *scene, ViewLayer *view_layer, char pr_type)
static void set_preview_visibility(Scene *scene, ViewLayer *view_layer, char pr_type, int pr_method)
{
/* Set appropriate layer as visibile. */
LayerCollection *lc = view_layer->layer_collections.first;
const char *collection_name = preview_collection_name(pr_type);
@ -296,6 +293,18 @@ static void set_preview_collection(Scene *scene, ViewLayer *view_layer, char pr_
}
}
/* Hide floor for icon renders. */
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if (STREQ(base->object->id.name + 2, "Floor")) {
if (pr_method == PR_ICON_RENDER) {
base->object->restrictflag |= OB_RESTRICT_RENDER;
}
else {
base->object->restrictflag &= ~OB_RESTRICT_RENDER;
}
}
}
BKE_layer_collection_sync(scene, view_layer);
}
@ -389,11 +398,8 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sce->r.cfra = scene->r.cfra;
if (id_type == ID_TE && !check_engine_supports_textures(scene)) {
/* Force blender internal for texture icons and nodes render,
* seems commonly used render engines does not support
* such kind of rendering.
*/
if (id_type == ID_TE) {
/* Texture is not actually rendered with engine, just set dummy value. */
BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(sce->r.engine));
}
else {
@ -410,8 +416,8 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sp->id_copy = NULL;
BLI_addtail(&pr_main->materials, mat);
/* use current scene world to light sphere */
if (mat->pr_type == MA_SPHERE_A && sp->pr_method == PR_BUTS_RENDER) {
/* Use current scene world for lighting. */
if (mat->pr_flag == MA_PREVIEW_WORLD && sp->pr_method == PR_BUTS_RENDER) {
/* Use current scene world to light sphere. */
sce->world = preview_get_localized_world(sp, scene->world);
}
@ -419,17 +425,14 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
/* Use a default world color. Using the current
* scene world can be slow if it has big textures. */
sce->world->use_nodes = false;
sce->world->horr = 0.5f;
sce->world->horg = 0.5f;
sce->world->horb = 0.5f;
sce->world->horr = 0.05f;
sce->world->horg = 0.05f;
sce->world->horb = 0.05f;
}
if (sp->pr_method == PR_ICON_RENDER) {
set_preview_collection(sce, view_layer, MA_SPHERE_A);
}
else {
set_preview_collection(sce, view_layer, mat->pr_type);
set_preview_visibility(sce, view_layer, mat->pr_type, sp->pr_method);
if (sp->pr_method != PR_ICON_RENDER) {
if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
BKE_node_preview_init_tree(mat->nodetree, sp->sizex, sp->sizey, true);
@ -470,7 +473,6 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sp->id_copy = NULL;
BLI_addtail(&pr_main->textures, tex);
}
set_preview_collection(sce, view_layer, MA_TEXTURE);
if (tex && tex->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
@ -490,7 +492,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
BLI_addtail(&pr_main->lights, la);
}
set_preview_collection(sce, view_layer, MA_LAMP);
set_preview_visibility(sce, view_layer, MA_LAMP, sp->pr_method);
if (sce->world) {
/* Only use lighting from the light. */
@ -524,7 +526,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
BLI_addtail(&pr_main->worlds, wrld);
}
set_preview_collection(sce, view_layer, MA_SKY);
set_preview_visibility(sce, view_layer, MA_SKY, sp->pr_method);
sce->world = wrld;
if (wrld && wrld->nodetree && sp->pr_method == PR_NODE_RENDER) {
@ -1178,7 +1180,7 @@ static void icon_preview_startjob_all_sizes(void *customdata, short *stop, short
}
if ((ma == NULL) || (ma->gp_style == NULL)) {
sp->pr_main = G_pr_main_cycles;
sp->pr_main = G_pr_main;
}
else {
sp->pr_main = G_pr_main_grease_pencil;
@ -1359,7 +1361,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
}
if ((ma == NULL) || (ma->gp_style == NULL)) {
sp->pr_main = G_pr_main_cycles;
sp->pr_main = G_pr_main;
}
else {
sp->pr_main = G_pr_main_grease_pencil;

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@ -147,11 +147,14 @@ typedef struct Material {
float gloss_mir DNA_DEPRECATED;
float roughness;
float metallic;
char _pad0[2];
/** For buttons and render. */
char pr_type, use_nodes;
/** Nodes */
char use_nodes;
/** Preview render. */
char pr_type;
short pr_texture;
short pr_flag;
/** Index for render passes. */
short index;
@ -279,13 +282,18 @@ typedef struct Material {
#define MA_FLAT 0
#define MA_SPHERE 1
#define MA_CUBE 2
#define MA_MONKEY 3
#define MA_SPHERE_A 4
#define MA_SHADERBALL 3
#define MA_SPHERE_A 4 /* Used for icon renders only. */
#define MA_TEXTURE 5
#define MA_LAMP 6
#define MA_SKY 7
#define MA_HAIR 10
#define MA_ATMOS 11
#define MA_CLOTH 12
#define MA_FLUID 13
/* pr_flag */
#define MA_PREVIEW_WORLD (1 << 0)
/* blend_method */
enum {

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@ -658,9 +658,10 @@ void RNA_def_material(BlenderRNA *brna)
{MA_FLAT, "FLAT", ICON_MATPLANE, "Flat", "Flat XY plane"},
{MA_SPHERE, "SPHERE", ICON_MATSPHERE, "Sphere", "Sphere"},
{MA_CUBE, "CUBE", ICON_MATCUBE, "Cube", "Cube"},
{MA_MONKEY, "MONKEY", ICON_MONKEY, "Monkey", "Monkey"},
{MA_HAIR, "HAIR", ICON_HAIR, "Hair", "Hair strands"},
{MA_SPHERE_A, "SPHERE_A", ICON_MAT_SPHERE_SKY, "World Sphere", "Large sphere with sky"},
{MA_SHADERBALL, "SHADERBALL", ICON_MATSHADERBALL, "Shader Ball", "Shader Ball"},
{MA_CLOTH, "CLOTH", ICON_MATCLOTH, "Cloth", "Cloth"},
{MA_FLUID, "FLUID", ICON_MATFLUID, "Fluid", "Fluid"},
{0, NULL, 0, NULL, NULL},
};
@ -731,7 +732,12 @@ void RNA_def_material(BlenderRNA *brna)
prop = RNA_def_property(srna, "preview_render_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "pr_type");
RNA_def_property_enum_items(prop, preview_type_items);
RNA_def_property_ui_text(prop, "Preview render type", "Type of preview render");
RNA_def_property_ui_text(prop, "Preview Render Type", "Type of preview render");
RNA_def_property_update(prop, 0, "rna_Material_update_previews");
prop = RNA_def_property(srna, "use_preview_world", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "pr_flag", MA_PREVIEW_WORLD);
RNA_def_property_ui_text(prop, "Preview World", "Use the current world background to light the preview render");
RNA_def_property_update(prop, 0, "rna_Material_update_previews");
prop = RNA_def_property(srna, "pass_index", PROP_INT, PROP_UNSIGNED);

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@ -744,10 +744,6 @@ static void rna_def_render_engine(BlenderRNA *brna)
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_PREVIEW);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
prop = RNA_def_property(srna, "bl_use_texture_preview", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_TEXTURE_PREVIEW);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
prop = RNA_def_property(srna, "bl_use_postprocess", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "type->flag", RE_USE_POSTPROCESS);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);

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@ -58,7 +58,6 @@ struct bNodeTree;
#define RE_USE_SHADING_NODES 16
#define RE_USE_EXCLUDE_LAYERS 32
#define RE_USE_SAVE_BUFFERS 64
#define RE_USE_TEXTURE_PREVIEW 128
#define RE_USE_SHADING_NODES_CUSTOM 256
#define RE_USE_SPHERICAL_STEREO 512